Dev Diary 015: Match 3 Invaders with Music and Glossy Shaders

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Matt Barton's picture

Match 3 InvadersMatch 3 InvadersI'm back again with an updated version of Match 3 Invaders. This time I added background music (not my own composition, but rather one by a composer named "Data" that was included in the Audiodraft Music pack 1 (free in assets store). It's a really fun, chiptune that seems to fit the mood perfectly. Indeed, it's amazing to me how much more fun the game becomes with the track playing.

I also added a little text pop up to let you know when you score a chain bonus (anything beyond a match 3). That adds some fun, too, since you can't help but try to get the biggest chain possible. While I was fooling around the assets store, I also downloaded a shaders pack. The results aren't as good as I was hoping given the samples, but I still they think they make the game look more polished.

On the downside, I gave up in frustration on my plan to have the chain text appear in the midst of a big explosion and flow up. I got dazed and confused trying to figuring it all out. Apparently, the GUI system is quite different than normal game objects, and iTween didn't seem to want to work with them. I need to do some more research on how the GUI system works before I'll be able to pull off anything really cool.

Overall, I'm both impressed and depressed by the Unity Assets Store. On a positive note, there are plenty of freebies that are both useful and well-documented. On the negative, there are a lot of greedy people there trying to charge $200 or more for stuff. I know they're just trying to make a quick buck, but I just can't justify it. It'd definitely behoove the Unity community to try to standardize on prices a bit better. It's really annoying to find the perfect tool but with a huge price tag on it; I think a lot of these guys would be better off charging lower prices and making up for it in quantity.

At any rate, I think this is coming together pretty well; let me know what you think.

Unity Web Player | WebPlayer

Comments

J (not verified)
Definitely a breath of fresh

Definitely a breath of fresh air into an old classic. Good work!

Alan (not verified)
Life

I think the aliens could do with a bit of life. Some wiggling antennae or some such.

Alan (not verified)
Separate page for the game

You might also want to consider having just a screenshot on the Dev Diary pages themselves that you can click to spawn the actual unity plugin in a separate window/tab. As it is, every time you comment on the Dev Diary entry, you have to wait for the plugin and game to reload repeatedly.

TripHamer
TripHamer's picture
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Joined: 07/31/2010
Does have an addicting quality to it.

And it does get hard after awhile...and that's good.

Animating the invaders would add to the experience.

In regular space invaders, there were 3 sets of aliens and the animation was that the legs moved.

For Example:

First the invader would look something like this:
O
/|\

Then it would look something like this:
O
|||

And it gave the appearance of walking. Just by alternating between the 2 of them (not every frame of course - maybe every 500 milliseconds or something...whatever looks good).

So it doesn't have to be complicated.

I did find a bug but couldn't reproduce it. On the first level. I cleared it with no orphans and it didn't advance to the next level. Had to restart.

All in all, it looks like you may have something here. Part action, part puzzle....so far so good.

n/a
TripHamer
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Joined: 07/31/2010
On the downside, I gave up in

"On the downside, I gave up in frustration on my plan to have the chain text appear in the midst of a big explosion and flow up. I got dazed and confused trying to figuring it all out. Apparently, the GUI system is quite different than normal game objects, and iTween didn't seem to want to work with them. I need to do some more research on how the GUI system works before I'll be able to pull off anything really cool. "

If the text is not going to change or there is not a lot of it, just draw it in photoshop (or whatever you use) and it'll be an image file(s) that you can put anywhere, without having to learn the gui stuff.....at least for now...for future projects you may need to.

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Eigen (not verified)
I managed to get the game in

I managed to get the game in such a state, where there was only one enemy left and I couldn't do anything. I can't reproduce it. It happened while I only had the top row left and I think I shot one of them, removing all but one. It must've been a different color.

Eigen (not verified)
A few more things. After

A few more things. After restarting the game I destroyed all ships in the first level but level completion was never triggered. Also, the ships seemed to be shooting at me constantly, too much for the first level. Kind of like they were in the 5-th level, which I guess I played last before dying. I'd look into that. I think you need to do more stress-testing - constantly play, die, restart, play, die and restart again.

A little suggestion: Could you make the ships stop shooting at the player while still respawning. I often got hit milliseconds after becoming visible again. Not quite fair I think.

Matt Barton
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Joined: 01/16/2006
I haven't been able to

I haven't been able to duplicate the bug with just one alien remaining. I have noticed other bugs, mostly an occasional miss where a block changes color instead of destroying a match, and the occasional block going orphan with no explanation.

I think this is part of a recurring problem with the way I'm checking for matches and orphans. I'm using raycasts and tags; definitely not optimal. I'm pretty sure a more experienced programer would want to do all this with arrays instead, but I'm just not skilled enough to work out how to do that--and, yes, folks, I get the BASICS of how arrays work. I just don't know how to use them to search for matches and orphans.

I have an idea for some code to check for the number of enemies and just auto-declare them as orphans if there are fewer than 3. Gonna take some surgery to make it work though.

n/a

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